Commit Graph

9 Commits

Author SHA1 Message Date
Aaron Kimbrell
dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00
Aaron Kimbrell
e9dd2c9473 fix: exploding assets only explode once
The live script (L_EXPLODING_ASSET.lua) does everything inside
"if not bIsHit": smash the attacker if they stand within 10 units, cast
the explosion skill, smash itself and progress missions. The server only
guarded the attacker smash, so another hit before the asset despawned
cast the skill and progressed missions again.

The TODO asking to kill everything in a radius is obsolete: live smashes
only the attacker directly, and everyone else in range takes the
explosion skill's damage, which the server already casts. Removed it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:46 -05:00
David Markowitz
5791c55a9e fix: the exploding script is the most amazing piece of code i have ev… (#1900)
* fix: the exploding script is the most amazing piece of code i have ever had the pleasure of working with and has been amazing to work on and translate from lua

hahahahahahahahahahwwwwwwwwwwwwwwww草

* Enhance hit detection with proximity object checks

Refactor hit handling to include proximity checks for destroyable entities.
2025-10-05 00:19:46 -07:00
David Markowitz
17d0c45382 fix: why oh why is the aggro radius apart of the enemy (#1899) 2025-10-04 20:45:42 -07:00
David Markowitz
25418fd8b2 fix: exploding asset bugs (#1890) 2025-10-01 20:48:08 -05:00
David Markowitz
32cf111810 Script: Fix incorrect kill method (#1248) 2023-11-04 10:42:28 -05:00
David Markowitz
b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00
Aaron Kimbre
faf42d2f8c cleanup enums to make them more consistent 2023-01-22 17:38:47 -06:00
David Markowitz
8d37d9b681 Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00